void main( void )
{
	vec3 fvLightDirection  = normalize( LightDirection );
	vec3 fvViewDirection   = normalize( ViewDirection );
	vec2 fvDisplacement    = Texcoord;
	vec4 fvBaseColor       = texture2D( baseMap, fvDisplacement );   
	bool bNotSelfShadowed  = true;
	gl_FragColor = 2.0 * fvGetPhongBlinnIllumination( fvDisplacement, bNotSelfShadowed ) * fvBaseColor;
}
